Hi folks, the SC2 art team is happy to let loose this dump of art. We're gonna do it in waves, trying not to reveal any game spoilers for at least a few days here.
Here's the album as we build it:
Here's the first set!
In no particular order:
Sunjae Cho
Again we'll be posting more these next few days, so check back!
Replies
Been working on the campaign art team with a super talented crew. We finally shipped today!
More stuff will be coming...had a great time working on this and I hope everyone enjoys it!
Looks very good, can't wait to see them in game!
'Big' things get assigned to the pros, but if it's within your realm of capability, you are welcome to do it!
Posting for Sungjae Cho again:
As a fan of the classic StarCraft and Broodwar it was nice to see some old units like the reaver or dragoon back on the battlefield. I've waited a long time for this expansion and it's a bit sad that all of my friends are only talking about Fallout 4 while I'm one of the last remaining rts players. As soon as I know more about the editor, I will start my own little project. I want to use some campaign units in the multiplayer and I want to re-create the Broodwar tech tree and include some of my own ideas, Starcraft 1.5-like. Even the flying zerg queen made it's way back into the game. Now only a few things were not recreated, like the zerg creep colony or the devourer. Can you guys talk a little bit about the stuff that didn't make it into the final game?
Spoilery from now on
Just like Moof, I think this will be the last thing that I'll post for now.
I'll might add some ability effects that I made for Kerrigan in future hahaha.
I have a few questions regarding the dump.
@Moof:
- With something like the "Megalith and Platform"; How much time would you have allocated to concept, model, texture, animate and create the FX for?
My second question to the team in general is about the workflow Blizzard uses to create their assets.
- Does the team create a set of tillable materials (either using Substance/Photoshop) and then use a 3D painting package/photoshop to texture the models?
- For architectural sets do you create everything building/asset from scratch or do you create a kit bash set and then mash things together?
Awesome job all around, thanks for taking the time to post these!
Thank you guys for your comments!
https://www.artstation.com/artist/numnuts
I think it was pretty good to go right away though, so the rest of the time was just modeling texturing and final touches.
Workflow looks like this:
[edited some details here, because of nda rules, doh!]
Rough 2d concept, blockout model and 2d paintover of that if necessary. ->
Animation possibly here*->
Final Model, UVs.->
Bring model into painting program and 'draw' the intended normal details on the mesh (Panel lines and other details). ->
Convert those lines into normals. ->
Texture Pass (Diffuse, Spec, Gloss, Emiss etc.) ->
Animation possibly here*->
FX pass ->
Inevitable tweaks over time until final.
When I would animate would depend. Most of the time I did it in the block out model phase.
Does the team create a set of tillable materials?:
Some assets were designed on 'trims' but for the most part they are unique pieces. Terrain is the only thing that is uniquely tileable and 'painted' in the editor. Blending is achieved with height maps and clever doodad/prop arrangement.
Did we kit bash?:
Yes! and no. Most assets are unique but a lot of assets are also kit bashed or re purposed from other things. We didn't however design with a kitbash philosophy; with wholly designed kit bash kits, we did it out of necessity when required. Moving into the future, I think we're doing a lot more kitbashing right from step 1, as its a real time savor when done right.
This all looks stellar!!
Korhal City assets:
Korhal Platform Assets:
Moebius Platform:
And some textures just for fun!
Posting more for Sungjae Cho:
Colossus Hi Res
As someone working on an SC2 Arcade game these also answer some questions I had about say, how you did the fancy new ramp art. I had assumed you just used some ground decal...I didn't realize you outright did full models for them.
Thanks again for sharing! It's really inspiring.